"no one is going to "train" themselves to get better."
Bingo. Everyone wants to watch themselves win games, today. Maybe I'm an old fart, but I remember when the point of playing a game was
getting good at it so you could
beat the game.
Come on, guys, even Megaman 2, the easiest and most cherished and beloved of the entire series, on US-Easy mode, was
impossible to beat if you entered the final boss chamber with less than 50% ammo on the only useful weapon. If you screwed up by not refilling it (you had to use it a few bosses earlier) or wasting a few and dying, GAME OVER GO BACK TO STAGE SELECT. (On the original JP difficulty, you had to have 100% and had only one chance at it since a miss means you run out early and cannot resupply.)
What happened to turn a tribe of vid kids into mewing kittens? It's like games aren't about a challenge to overcome, but
participation.
"I logged in and I'm running around the map, so I should get an even share of armor pickups and if I die I don't want to lose any progress because I got used to quicksaving every five seconds in HL2 and that guy who is really good should stop being good because he makes me be not-having-fun."No, you can't win if you're not good enough to win.
No, you can't walk in a first timer and expect to perform as well as an experienced player, and especially not as well as a skilled and experienced player.
No, you will not get a trophy for showing up.
OHMSS is a unique scenario. I designed it to play differently from the other scenarios, including Gun Game, because
we don't need more of the same shit. We already have DM, Instagib DM, DM + a golden gun, LMS DM, Team DM, DM with Tokens That Everyone Forgets About. You might notice that my other scenarios are also markedly NOT DM and often ignore or even punish DM behaviors. Fuck me for trying to expand the game, because apparently there are only a handful of people who are actually prepared to learn to play something that isn't DM with a gimmick attached.
Returning to the eternal whine, armor has very little to do with OHMSS, since
you dying doesn't matter to your ability to win. It only affects your damage multiplier, which is lost when you die, and all it does is
slightly lower the qualification standard for your next level. Is it so fucking obtuse to consider ignoring the guy by the armor and shooting other players to earn your levels? The only reason to remove armor is because Participants still think armor matters, play in the same mindset that they play in when they play DM, and die like noobs against AC-10ers.
I do grant that OHMSS can drag a bit; that's what map-time is for, you can custom-config as you like. Klobb is shit on Cradle; lots of things are shit on Cradle. Runway too, it's just the nature of a huge fucking map that a piss-accuracy gun is going to be a bitch to work with. Fortunately,
I give you a knife, too. Shank someone. Spawn camp if you have to; it's only one or two frags and they will probably be starting with a better weapon than what you've got, so it's fair-enough.
Feel free to remove OHMSS from your server scenario cycles and do nothing but LTK, where anyone can get kills and you can bitch about spawns instead of about armor. At least the spawning system truly has issues that are not simply a matter of people not thinking about how to succeed under the scenario's rules-set.
I've said my peace on this matter. There is no sense in trying to appease an audience that wants not any unique or innovative experience, but rather a new plastic head on their FPS Pez dispenser that spits out a brick of self-esteem every once in a while out of a combination of luck, being on at a time when the better players aren't on, and perhaps an occasional dash of karmic pity.
I wash my hands of Participants, and hope that those who, like me, enjoyed the struggle to master a new experience heed the warning and lesson that I have.
. It's a couple jerks who camp the armor playing an FPS and aren't afraid of "training" themselves to do better than other players.